Way to control mesh volume for character animation
Blender does not currently support anything like implicit skinning, or any dedicated tools for character self collision.

Dual Quaternions are simply a different way of calculating bone transforms on vertices and prevent some artefacts, but have no concept of intersection or volume (although they make the results appear to preserve volume better under some conditions).

However there are a number of ways these effects can be mimicked in blender:


corrective shapekeys driven by bone rotations/positions (see https://www.youtube.com/watch?v=f3JWNIkwBZ8). This is probably the simplest way, but can be time consuming.
soft body or cloth on skin (possibly with collider objects underneath)
supporting soft body muscle meshes, using shrinkwrap to fit the skin too
extra bones using various constraints.


All of these methods tend to be very time consuming and fiddly to get good results with. 

I agree that it would be great to see something like this in blender, however for the time being it is not likely.